<?xml version="1.0"?>
<doc>
    <assembly>
        <name>BEPUik</name>
    </assembly>
    <members>
        <member name="F:BEPUik.IKConstraint.StiffnessOverDamping">
            <summary>
            The rigidity of a constraint is used to derive the stiffness and damping coefficients using a fixed stiffness:damping ratio.
            </summary>
            <remarks>
            This is used over independent coefficients because IK usages of the constraints don't really vary in behavior, just strength.
            </remarks>
        </member>
        <member name="M:BEPUik.IKConstraint.Preupdate(System.Single,System.Single)">
            <summary>
            Updates the softness, bias factor, and maximum impulse based on the current time step.
            </summary>
            <param name="dt">Time step duration.</param>
            <param name="updateRate">Inverse time step duration.</param>
        </member>
        <member name="M:BEPUik.IKConstraint.UpdateJacobiansAndVelocityBias">
            <summary>
            Update the jacobians for the latest position and orientation bone states and store a velocity bias based on the error.
            </summary>
        </member>
        <member name="M:BEPUik.IKConstraint.ComputeEffectiveMass">
            <summary>
            Computes the effective mass matrix for the constraint for the current jacobians.
            </summary>
        </member>
        <member name="M:BEPUik.IKConstraint.WarmStart">
            <summary>
            Applies the accumulated impulse to warm up the constraint solving process.
            </summary>
        </member>
        <member name="M:BEPUik.IKConstraint.SolveVelocityIteration">
            <summary>
            Applies impulses to satisfy the velocity constraint.
            </summary>
        </member>
        <member name="M:BEPUik.IKConstraint.ClearAccumulatedImpulses">
            <summary>
            Clears out the accumulated impulse.
            </summary>
        </member>
        <member name="P:BEPUik.IKConstraint.Rigidity">
            <summary>
            Gets the rigidity of the constraint. Higher values correspond to more rigid constraints, lower values to less rigid constraints. Must be positive.
            </summary>
            <remarks>
            Scaling up the rigidity is like preparing the constraint to handle a heavier load. If the load is proportionally heavier, the damping ratio stays the same. 
            If the load stays the same but the rigidity increases, the result is a more rigid joint, but with a slightly different damping ratio.
            In other words, modifying rigidity without modifying the effective mass of the system results in a variable damping ratio. 
            This isn't a huge problem in practice- there is a massive ultra-damping hack in IK bone position integration that make a little physical deviation or underdamping irrelevant.
            </remarks>
        </member>
        <member name="P:BEPUik.IKConstraint.MaximumForce">
            <summary>
            Gets or sets the maximum force that the constraint can apply.
            </summary>
        </member>
        <member name="P:BEPUik.SingleBoneConstraint.TargetBone">
            <summary>
            Gets or sets the bone associated with the single bone constraint.
            </summary>
        </member>
        <member name="T:BEPUik.IKLimit">
            <summary>
            Connects two bones together.
            </summary>
        </member>
        <member name="T:BEPUik.IKJoint">
            <summary>
            Connects two bones together.
            </summary>
        </member>
        <member name="P:BEPUik.IKJoint.ConnectionA">
            <summary>
            Gets the first bone connected by this joint.
            </summary>
        </member>
        <member name="P:BEPUik.IKJoint.ConnectionB">
            <summary>
            Gets the second bone connected by this joint.
            </summary>
        </member>
        <member name="P:BEPUik.IKJoint.IsActive">
            <summary>
            Gets whether or not the joint is a member of the active set as determined by the last IK solver execution.
            </summary>
        </member>
        <member name="P:BEPUik.IKJoint.Enabled">
            <summary>
            Gets or sets whether or not this joint is enabled. If set to true, this joint will be a part of
            the joint graph and will undergo solving. If set to false, this joint will be removed from the connected bones and will no longer be traversable.
            </summary>
        </member>
        <member name="T:BEPUik.IKDistanceLimit">
            <summary>
            Tries to keep the anchor points on two bones within an allowed range of distances.
            </summary>
        </member>
        <member name="F:BEPUik.IKDistanceLimit.LocalAnchorA">
            <summary>
            Gets or sets the offset in connection A's local space from the center of mass to the anchor point.
            </summary>
        </member>
        <member name="F:BEPUik.IKDistanceLimit.LocalAnchorB">
            <summary>
            Gets or sets the offset in connection B's local space from the center of mass to the anchor point.
            </summary>
        </member>
        <member name="M:BEPUik.IKDistanceLimit.#ctor(BEPUik.Bone,BEPUik.Bone,BEPUutilities.Vector3,BEPUutilities.Vector3,System.Single,System.Single)">
            <summary>
            Constructs a new distance joint.
            </summary>
            <param name="connectionA">First bone connected by the joint.</param>
            <param name="connectionB">Second bone connected by the joint.</param>
            <param name="anchorA">Anchor point on the first bone in world space.</param>
            <param name="anchorB">Anchor point on the second bone in world space.</param>
            <param name="minimumDistance">Minimum distance that the joint connections should be kept from each other.</param>
            <param name="maximumDistance">Maximum distance that the joint connections should be kept from each other.</param>
        </member>
        <member name="P:BEPUik.IKDistanceLimit.AnchorA">
            <summary>
            Gets or sets the offset in world space from the center of mass of connection A to the anchor point.
            </summary>
        </member>
        <member name="P:BEPUik.IKDistanceLimit.AnchorB">
            <summary>
            Gets or sets the offset in world space from the center of mass of connection B to the anchor point.
            </summary>
        </member>
        <member name="P:BEPUik.IKDistanceLimit.MinimumDistance">
            <summary>
            Gets or sets the minimum distance that the joint connections should be kept from each other.
            </summary>
        </member>
        <member name="P:BEPUik.IKDistanceLimit.MaximumDistance">
            <summary>
            Gets or sets the maximum distance that the joint connections should be kept from each other.
            </summary>
        </member>
        <member name="F:BEPUik.IKBallSocketJoint.LocalOffsetA">
            <summary>
            Gets or sets the offset in connection A's local space from the center of mass to the anchor point.
            </summary>
        </member>
        <member name="F:BEPUik.IKBallSocketJoint.LocalOffsetB">
            <summary>
            Gets or sets the offset in connection B's local space from the center of mass to the anchor point.
            </summary>
        </member>
        <member name="M:BEPUik.IKBallSocketJoint.#ctor(BEPUik.Bone,BEPUik.Bone,BEPUutilities.Vector3)">
            <summary>
            Builds a ball socket joint.
            </summary>
            <param name="connectionA">First connection in the pair.</param>
            <param name="connectionB">Second connection in the pair.</param>
            <param name="anchor">World space anchor location used to initialize the local anchors.</param>
        </member>
        <member name="P:BEPUik.IKBallSocketJoint.OffsetA">
            <summary>
            Gets or sets the offset in world space from the center of mass of connection A to the anchor point.
            </summary>
        </member>
        <member name="P:BEPUik.IKBallSocketJoint.OffsetB">
            <summary>
            Gets or sets the offset in world space from the center of mass of connection B to the anchor point.
            </summary>
        </member>
        <member name="T:BEPUik.IKSwingLimit">
            <summary>
            Prevents two bones from rotating beyond a certain angle away from each other as measured by attaching an axis to each connected bone.
            </summary>
        </member>
        <member name="F:BEPUik.IKSwingLimit.LocalAxisA">
            <summary>
            Gets or sets the axis attached to ConnectionA in its local space.
            </summary>
        </member>
        <member name="F:BEPUik.IKSwingLimit.LocalAxisB">
            <summary>
            Gets or sets the axis attached to ConnectionB in its local space.
            </summary>
        </member>
        <member name="M:BEPUik.IKSwingLimit.#ctor(BEPUik.Bone,BEPUik.Bone,BEPUutilities.Vector3,BEPUutilities.Vector3,System.Single)">
            <summary>
            Builds a new swing limit. Prevents two bones from rotating beyond a certain angle away from each other as measured by attaching an axis to each connected bone.
            </summary>
            <param name="connectionA">First connection of the limit.</param>
            <param name="connectionB">Second connection of the limit.</param>
            <param name="axisA">Axis attached to connectionA in world space.</param>
            <param name="axisB">Axis attached to connectionB in world space.</param>
            <param name="maximumAngle">Maximum angle allowed between connectionA's axis and connectionB's axis.</param>
        </member>
        <member name="P:BEPUik.IKSwingLimit.AxisA">
            <summary>
            Gets or sets the axis attached to ConnectionA in world space.
            </summary>
        </member>
        <member name="P:BEPUik.IKSwingLimit.AxisB">
            <summary>
             Gets or sets the axis attached to ConnectionB in world space.
            </summary>
        </member>
        <member name="P:BEPUik.IKSwingLimit.MaximumAngle">
            <summary>
            Gets or sets the maximum angle between the two axes allowed by the constraint.
            </summary>
        </member>
        <member name="T:BEPUik.IKDistanceJoint">
            <summary>
            Keeps the anchor points on two bones at the same distance.
            </summary>
        </member>
        <member name="F:BEPUik.IKDistanceJoint.LocalAnchorA">
            <summary>
            Gets or sets the offset in connection A's local space from the center of mass to the anchor point.
            </summary>
        </member>
        <member name="F:BEPUik.IKDistanceJoint.LocalAnchorB">
            <summary>
            Gets or sets the offset in connection B's local space from the center of mass to the anchor point.
            </summary>
        </member>
        <member name="M:BEPUik.IKDistanceJoint.#ctor(BEPUik.Bone,BEPUik.Bone,BEPUutilities.Vector3,BEPUutilities.Vector3)">
            <summary>
            Constructs a new distance joint.
            </summary>
            <param name="connectionA">First bone connected by the joint.</param>
            <param name="connectionB">Second bone connected by the joint.</param>
            <param name="anchorA">Anchor point on the first bone in world space.</param>
            <param name="anchorB">Anchor point on the second bone in world space.</param>
        </member>
        <member name="P:BEPUik.IKDistanceJoint.AnchorA">
            <summary>
            Gets or sets the offset in world space from the center of mass of connection A to the anchor point.
            </summary>
        </member>
        <member name="P:BEPUik.IKDistanceJoint.AnchorB">
            <summary>
            Gets or sets the offset in world space from the center of mass of connection A to the anchor point.
            </summary>
        </member>
        <member name="P:BEPUik.IKDistanceJoint.Distance">
            <summary>
            Gets or sets the distance that the joint connections should be kept from each other.
            </summary>
        </member>
        <member name="T:BEPUik.IKPointOnPlaneJoint">
            <summary>
            Keeps an anchor point on one bone on a plane defined by another bone.
            </summary>
        </member>
        <member name="F:BEPUik.IKPointOnPlaneJoint.LocalPlaneAnchor">
            <summary>
            Gets or sets the offset in connection A's local space from the center of mass to the anchor point of the line.
            </summary>
        </member>
        <member name="F:BEPUik.IKPointOnPlaneJoint.LocalPlaneNormal">
            <summary>
            Gets or sets the direction of the line in connection A's local space.
            Must be unit length.
            </summary>
        </member>
        <member name="F:BEPUik.IKPointOnPlaneJoint.LocalAnchorB">
            <summary>
            Gets or sets the offset in connection B's local space from the center of mass to the anchor point which will be kept on the plane.
            </summary>
        </member>
        <member name="M:BEPUik.IKPointOnPlaneJoint.#ctor(BEPUik.Bone,BEPUik.Bone,BEPUutilities.Vector3,BEPUutilities.Vector3,BEPUutilities.Vector3)">
            <summary>
            Constructs a new point on plane joint.
            </summary>
            <param name="connectionA">First bone connected by the joint.</param>
            <param name="connectionB">Second bone connected by the joint.</param>
            <param name="planeAnchor">Anchor point of the plane attached to the first bone in world space.</param>
            <param name="planeNormal">Normal of the plane attached to the first bone in world space. Must be unit length.</param>
            <param name="anchorB">Anchor point on the second bone in world space which is measured against the other connection's anchor.</param>
        </member>
        <member name="P:BEPUik.IKPointOnPlaneJoint.PlaneAnchor">
            <summary>
            Gets or sets the world space location of the line anchor attached to connection A.
            </summary>
        </member>
        <member name="P:BEPUik.IKPointOnPlaneJoint.PlaneNormal">
            <summary>
            Gets or sets the world space normal of the plane attached to connection A.
            Must be unit length.
            </summary>
        </member>
        <member name="P:BEPUik.IKPointOnPlaneJoint.AnchorB">
            <summary>
            Gets or sets the offset in world space from the center of mass of connection B to the anchor point.
            </summary>
        </member>
        <member name="T:BEPUik.Control">
            <summary>
            Constrains an individual bone in an attempt to reach some goal.
            Controls act as groups of single bone constraints. They are used
            by the solver to determine the active set of body constraints.
            </summary>
        </member>
        <member name="P:BEPUik.Control.TargetBone">
            <summary>
            Gets or sets the controlled bone.
            </summary>
        </member>
        <member name="F:BEPUik.SingleBoneAngularMotor.TargetOrientation">
            <summary>
            Gets or sets the target orientation to apply to the target bone.
            </summary>
        </member>
        <member name="T:BEPUik.IKTwistLimit">
            <summary>
            Prevents two bones from twisting beyond a certain angle away from each other as measured by the twist between two measurement axes.
            </summary>
        </member>
        <member name="F:BEPUik.IKTwistLimit.LocalAxisA">
            <summary>
            Gets or sets the axis attached to ConnectionA in its local space.
            Must be unit length and perpendicular to LocalMeasurementAxisA.
            </summary>
        </member>
        <member name="F:BEPUik.IKTwistLimit.LocalAxisB">
            <summary>
            Gets or sets the axis attached to ConnectionB in its local space.
            Must be unit length and perpendicular to LocalMeasurementAxisB.
            </summary>
        </member>
        <member name="F:BEPUik.IKTwistLimit.LocalMeasurementAxisA">
            <summary>
            Gets or sets the measurement axis attached to connection A.
            Must be unit length and perpendicular to LocalAxisA.
            </summary>
        </member>
        <member name="F:BEPUik.IKTwistLimit.LocalMeasurementAxisB">
            <summary>
            Gets or sets the measurement axis attached to connection B.
            Must be unit length and perpendicular to LocalAxisB.
            </summary>
        </member>
        <member name="M:BEPUik.IKTwistLimit.ComputeMeasurementAxes">
            <summary>
            Automatically computes the measurement axes for the current local axes.
            The current relative state of the entities will be considered 0 twist angle.
            </summary>
        </member>
        <member name="M:BEPUik.IKTwistLimit.#ctor(BEPUik.Bone,BEPUik.Bone,BEPUutilities.Vector3,BEPUutilities.Vector3,System.Single)">
            <summary>
            Builds a new twist limit. Prevents two bones from rotating beyond a certain angle away from each other as measured by attaching an axis to each connected bone.
            </summary>
            <param name="connectionA">First connection of the limit.</param>
            <param name="connectionB">Second connection of the limit.</param>
            <param name="axisA">Axis attached to connectionA in world space.</param>
            <param name="axisB">Axis attached to connectionB in world space.</param>
            <param name="maximumAngle">Maximum angle allowed between connectionA's axis and connectionB's axis.</param>
        </member>
        <member name="P:BEPUik.IKTwistLimit.AxisA">
            <summary>
            Gets or sets the axis attached to ConnectionA in world space.
            Must be unit length and perpendicular to MeasurementAxisA.
            </summary>
        </member>
        <member name="P:BEPUik.IKTwistLimit.AxisB">
            <summary>
            Gets or sets the axis attached to ConnectionB in world space.
            Must be unit length and perpendicular to MeasurementAxisB.
            </summary>
        </member>
        <member name="P:BEPUik.IKTwistLimit.MeasurementAxisA">
            <summary>
            Gets or sets the measurement axis attached to ConnectionA in world space.
            This axis is compared against the other connection's measurement axis to determine the twist.
            Must be unit length and perpendicular to AxisA.
            </summary>
        </member>
        <member name="P:BEPUik.IKTwistLimit.MeasurementAxisB">
            <summary>
            Gets or sets the measurement axis attached to ConnectionB in world space.
            This axis is compared against the other connection's measurement axis to determine the twist.
            Must be unit length and perpendicular to AxisB.
            </summary>
        </member>
        <member name="P:BEPUik.IKTwistLimit.MaximumAngle">
            <summary>
            Gets or sets the maximum angle between the two axes allowed by the constraint.
            </summary>
        </member>
        <member name="T:BEPUik.IKTwistJoint">
            <summary>
            Prevents two bones from twisting relative to each other..
            </summary>
        </member>
        <member name="F:BEPUik.IKTwistJoint.LocalAxisA">
            <summary>
            Gets or sets the axis attached to ConnectionA in its local space.
            Must be unit length and perpendicular to LocalMeasurementAxisA.
            </summary>
        </member>
        <member name="F:BEPUik.IKTwistJoint.LocalAxisB">
            <summary>
            Gets or sets the axis attached to ConnectionB in its local space.
            Must be unit length and perpendicular to LocalMeasurementAxisB.
            </summary>
        </member>
        <member name="F:BEPUik.IKTwistJoint.LocalMeasurementAxisA">
            <summary>
            Gets or sets the measurement axis attached to connection A.
            Must be unit length and perpendicular to LocalAxisA.
            </summary>
        </member>
        <member name="F:BEPUik.IKTwistJoint.LocalMeasurementAxisB">
            <summary>
            Gets or sets the measurement axis attached to connection B.
            Must be unit length and perpendicular to LocalAxisB.
            </summary>
        </member>
        <member name="M:BEPUik.IKTwistJoint.ComputeMeasurementAxes">
            <summary>
            Automatically computes the measurement axes for the current local axes.
            The current relative state of the entities will be considered 0 twist angle.
            </summary>
        </member>
        <member name="M:BEPUik.IKTwistJoint.#ctor(BEPUik.Bone,BEPUik.Bone,BEPUutilities.Vector3,BEPUutilities.Vector3)">
            <summary>
            Builds a new twist limit. Prevents two bones from rotating beyond a certain angle away from each other as measured by attaching an axis to each connected bone.
            </summary>
            <param name="connectionA">First connection of the limit.</param>
            <param name="connectionB">Second connection of the limit.</param>
            <param name="axisA">Axis attached to connectionA in world space.</param>
            <param name="axisB">Axis attached to connectionB in world space.</param>
        </member>
        <member name="P:BEPUik.IKTwistJoint.AxisA">
            <summary>
            Gets or sets the axis attached to ConnectionA in world space.
            Must be unit length and perpendicular to MeasurementAxisA.
            </summary>
        </member>
        <member name="P:BEPUik.IKTwistJoint.AxisB">
            <summary>
            Gets or sets the axis attached to ConnectionB in world space.
            Must be unit length and perpendicular to MeasurementAxisB.
            </summary>
        </member>
        <member name="P:BEPUik.IKTwistJoint.MeasurementAxisA">
            <summary>
            Gets or sets the measurement axis attached to ConnectionA in world space.
            This axis is compared against the other connection's measurement axis to determine the twist.
            Must be unit length and perpendicular to AxisA.
            </summary>
        </member>
        <member name="P:BEPUik.IKTwistJoint.MeasurementAxisB">
            <summary>
            Gets or sets the measurement axis attached to ConnectionB in world space.
            This axis is compared against the other connection's measurement axis to determine the twist.
            Must be unit length and perpendicular to AxisB.
            </summary>
        </member>
        <member name="T:BEPUik.DragControl">
            <summary>
            Constrains an individual bone in an attempt to reach some position goal.
            </summary>
        </member>
        <member name="P:BEPUik.DragControl.TargetBone">
            <summary>
            Gets or sets the controlled bone.
            </summary>
        </member>
        <member name="P:BEPUik.DragControl.LinearMotor">
            <summary>
            Gets or sets the linear motor used by the control.
            </summary>
        </member>
        <member name="T:BEPUik.IKSolver">
            <summary>
            <para>
            This is a little experimental project designed to iteratively converge to a decent solution
            to full body inverse kinematics subject to a variety of constraints.
            </para>
            <para>
            It's currently separated from the rest of BEPUphysics library internals because the immediate goal is to test out 
            features to be potentially integrated into a blender content pipeline. BEPUphysics interactions with this system
            will have to go through the interfaces like everything else for now.
            </para>
            </summary>
        </member>
        <member name="M:BEPUik.IKSolver.#ctor">
            <summary>
            Constructs a new IKSolver.
            </summary>
        </member>
        <member name="M:BEPUik.IKSolver.Solve(System.Collections.Generic.List{BEPUik.IKJoint})">
            <summary>
            Updates the positions of bones acted upon by the joints given to this solver.
            This variant of the solver can be used when there are no goal-driven controls in the simulation.
            This amounts to running just the 'fixer iterations' of a normal control-driven solve.
            </summary>
        </member>
        <member name="M:BEPUik.IKSolver.Solve(System.Collections.Generic.List{BEPUik.Control})">
            <summary>
            Updates the positions of bones acted upon by the controls given to this solver.
            </summary>
            <param name="controls">List of currently active controls.</param>
        </member>
        <member name="P:BEPUik.IKSolver.ActiveSet">
            <summary>
            Gets the active joint set associated with the solver.
            </summary>
        </member>
        <member name="P:BEPUik.IKSolver.ControlIterationCount">
            <summary>
            Gets or sets the number of solver iterations to perform in an attempt to reach specified goals.
            </summary>
        </member>
        <member name="P:BEPUik.IKSolver.FixerIterationCount">
            <summary>
            Gets or sets the number of solter iterations to perform after the control iterations in an attempt to minimize
            errors introduced by unreachable goals.
            </summary>
        </member>
        <member name="P:BEPUik.IKSolver.VelocitySubiterationCount">
            <summary>
            Gets or sets the number of velocity iterations to perform per control or fixer iteration.
            </summary>
        </member>
        <member name="P:BEPUik.IKSolver.AutoscaleControlImpulses">
            <summary>
            Gets or sets whether or not to scale control impulses such that they fit well with the mass of objects.
            </summary>
        </member>
        <member name="P:BEPUik.IKSolver.AutoscaleControlMaximumForce">
            <summary>
            Gets or sets the maximum impulse the controls will try to push bones with when AutoscaleControlImpulses is enabled.
            </summary>
        </member>
        <member name="P:BEPUik.IKSolver.TimeStepDuration">
            <summary>
            Gets or sets the time step duration elapsed by each position iteration.
            </summary>
        </member>
        <member name="T:BEPUik.IKPointOnLineJoint">
            <summary>
            Keeps the anchor points on two bones at the same distance.
            </summary>
        </member>
        <member name="F:BEPUik.IKPointOnLineJoint.LocalLineAnchor">
            <summary>
            Gets or sets the offset in connection A's local space from the center of mass to the anchor point of the line.
            </summary>
        </member>
        <member name="F:BEPUik.IKPointOnLineJoint.LocalAnchorB">
            <summary>
            Gets or sets the offset in connection B's local space from the center of mass to the anchor point which will be kept on the line.
            </summary>
        </member>
        <member name="M:BEPUik.IKPointOnLineJoint.#ctor(BEPUik.Bone,BEPUik.Bone,BEPUutilities.Vector3,BEPUutilities.Vector3,BEPUutilities.Vector3)">
            <summary>
            Constructs a new point on line joint.
            </summary>
            <param name="connectionA">First bone connected by the joint.</param>
            <param name="connectionB">Second bone connected by the joint.</param>
            <param name="lineAnchor">Anchor point of the line attached to the first bone in world space.</param>
            <param name="lineDirection">Direction of the line attached to the first bone in world space. Must be unit length.</param>
            <param name="anchorB">Anchor point on the second bone in world space which tries to stay on connection A's line.</param>
        </member>
        <member name="P:BEPUik.IKPointOnLineJoint.LocalLineDirection">
            <summary>
            Gets or sets the direction of the line in connection A's local space.
            Must be unit length.
            </summary>
        </member>
        <member name="P:BEPUik.IKPointOnLineJoint.LineAnchor">
            <summary>
            Gets or sets the world space location of the line anchor attached to connection A.
            </summary>
        </member>
        <member name="P:BEPUik.IKPointOnLineJoint.LineDirection">
            <summary>
            Gets or sets the world space direction of the line attached to connection A.
            Must be unit length.
            </summary>
        </member>
        <member name="P:BEPUik.IKPointOnLineJoint.AnchorB">
            <summary>
            Gets or sets the offset in world space from the center of mass of connection B to the anchor point.
            </summary>
        </member>
        <member name="T:BEPUik.StateControl">
            <summary>
            Constrains an individual bone in an attempt to reach some position and orientation goal.
            </summary>
        </member>
        <member name="P:BEPUik.StateControl.TargetBone">
            <summary>
            Gets or sets the controlled bone.
            </summary>
        </member>
        <member name="P:BEPUik.StateControl.LinearMotor">
            <summary>
            Gets the linear motor used by the control.
            </summary>
        </member>
        <member name="P:BEPUik.StateControl.AngularMotor">
            <summary>
            Gets the angular motor used by the control.
            </summary>
        </member>
        <member name="F:BEPUik.IKSwivelHingeJoint.LocalHingeAxis">
            <summary>
            Gets or sets the free hinge axis attached to connection A in its local space.
            </summary>
        </member>
        <member name="F:BEPUik.IKSwivelHingeJoint.LocalTwistAxis">
            <summary>
            Gets or sets the free twist axis attached to connection B in its local space.
            </summary>
        </member>
        <member name="M:BEPUik.IKSwivelHingeJoint.#ctor(BEPUik.Bone,BEPUik.Bone,BEPUutilities.Vector3,BEPUutilities.Vector3)">
            <summary>
            Constructs a new constraint which allows relative angular motion around a hinge axis and a twist axis.
            </summary>
            <param name="connectionA">First connection of the pair.</param>
            <param name="connectionB">Second connection of the pair.</param>
            <param name="worldHingeAxis">Hinge axis attached to connectionA.
            The connected bone will be able to rotate around this axis relative to each other.</param>
            <param name="worldTwistAxis">Twist axis attached to connectionB.
            The connected bones will be able to rotate around this axis relative to each other.</param>
        </member>
        <member name="P:BEPUik.IKSwivelHingeJoint.WorldHingeAxis">
            <summary>
            Gets or sets the free hinge axis attached to connection A in world space.
            </summary>
        </member>
        <member name="P:BEPUik.IKSwivelHingeJoint.WorldTwistAxis">
            <summary>
            Gets or sets the free twist axis attached to connection B in world space.
            </summary>
        </member>
        <member name="M:BEPUik.IKRevoluteJoint.#ctor(BEPUik.Bone,BEPUik.Bone,BEPUutilities.Vector3)">
            <summary>
            Constructs a new orientation joint.
            Orientation joints can be used to simulate the angular portion of a hinge.
            Orientation joints allow rotation around only a single axis.
            </summary>
            <param name="connectionA">First entity connected in the orientation joint.</param>
            <param name="connectionB">Second entity connected in the orientation joint.</param>
            <param name="freeAxis">Axis allowed to rotate freely in world space.</param>
        </member>
        <member name="P:BEPUik.IKRevoluteJoint.LocalFreeAxisA">
            <summary>
            Gets or sets the free axis in connection A's local space.
            Must be unit length.
            </summary>
        </member>
        <member name="P:BEPUik.IKRevoluteJoint.LocalFreeAxisB">
            <summary>
            Gets or sets the free axis in connection B's local space.
            Must be unit length.
            </summary>
        </member>
        <member name="P:BEPUik.IKRevoluteJoint.WorldFreeAxisA">
            <summary>
            Gets or sets the free axis attached to connection A in world space.
            This does not change the other connection's free axis.
            </summary>
        </member>
        <member name="P:BEPUik.IKRevoluteJoint.WorldFreeAxisB">
            <summary>
            Gets or sets the free axis attached to connection B in world space.
            This does not change the other connection's free axis.
            </summary>
        </member>
        <member name="T:BEPUik.ActiveSet">
            <summary>
            Manages the subset of joints which potentially need solving.
            The active joint set contains connected components in the joint-bone graph which interact with control constraints.
            These connected components can be bounded by pinned bones which do not transfer any motion.
            </summary>
        </member>
        <member name="M:BEPUik.ActiveSet.Clear">
            <summary>
            Clears out the bone and joint listings and unsets all flags.
            </summary>
        </member>
        <member name="M:BEPUik.ActiveSet.UpdateActiveSet(System.Collections.Generic.List{BEPUik.Control})">
            <summary>
            Updates the ordered set of active joints.
            Joints are ordered according to their graph traversal distance from control constraints.
            Joints close to the control constraints are closer to index 0 than joints that are far from control constraints.
            The relative ordering of joints from different connected components is irrelevant; the only guarantee is that
            constraints further from the source in a particular connected component are later in the list than those that are close.
            </summary>
            <param name="controls">Currently active control constraints.</param>
        </member>
        <member name="P:BEPUik.ActiveSet.Joints">
            <summary>
            Gets the most recently computed set of active joints sorted by their traversal distance from control constraints.
            </summary>
        </member>
        <member name="P:BEPUik.ActiveSet.Bones">
            <summary>
            Gets the most recently computed set of active bones sorted by their traversal distance from control constraints.
            </summary>
        </member>
        <member name="P:BEPUik.ActiveSet.UseAutomass">
            <summary>
            Gets or sets whether or not to automatically configure the masses of bones in the active set based upon their dependencies.
            Enabling this makes the solver more responsive and avoids some potential instability.
            This will overwrite any existing mass settings.
            </summary>
        </member>
        <member name="P:BEPUik.ActiveSet.AutomassUnstressedFalloff">
            <summary>
            Gets or sets the multiplier applied to the mass of a bone before distributing it to the child bones.
            Used only when UseAutomass is set to true.
            </summary>
        </member>
        <member name="P:BEPUik.ActiveSet.AutomassTarget">
            <summary>
            Gets or sets the mass that the heaviest bones will have when automass is enabled.
            </summary>
        </member>
        <member name="T:BEPUik.Bone">
            <summary>
            Piece of a character which is moved by constraints.
            </summary>
        </member>
        <member name="F:BEPUik.Bone.Position">
            <summary>
            Gets or sets the position of the bone.
            </summary>
        </member>
        <member name="F:BEPUik.Bone.Orientation">
            <summary>
            Gets or sets the orientation of the bone.
            </summary>
        </member>
        <member name="F:BEPUik.Bone.angularVelocity">
            <summary>
            The mid-iteration angular velocity associated with the bone.
            This is computed during the velocity subiterations and then applied to the orientation at the end of each position iteration.
            </summary>
        </member>
        <member name="F:BEPUik.Bone.linearVelocity">
            <summary>
            The mid-iteration linear velocity associated with the bone.
            This is computed during the velocity subiterations and then applied to the position at the end of each position iteration.
            </summary>
        </member>
        <member name="F:BEPUik.Bone.InertiaTensorScaling">
            <summary>
            An arbitrary scaling factor is applied to the inertia tensor. This tends to improve stability.
            </summary>
        </member>
        <member name="M:BEPUik.Bone.#ctor(BEPUutilities.Vector3,BEPUutilities.Quaternion,System.Single,System.Single,System.Single)">
            <summary>
            Constructs a new bone.
            </summary>
            <param name="position">Initial position of the bone.</param>
            <param name="orientation">Initial orientation of the bone.</param>
            <param name="radius">Radius of the bone.</param>
            <param name="height">Height of the bone.</param>
            <param name="mass">Mass of the bone.</param>
        </member>
        <member name="M:BEPUik.Bone.#ctor(BEPUutilities.Vector3,BEPUutilities.Quaternion,System.Single,System.Single)">
            <summary>
            Constructs a new bone. Assumes the mass will be set later.
            </summary>
            <param name="position">Initial position of the bone.</param>
            <param name="orientation">Initial orientation of the bone.</param>
            <param name="radius">Radius of the bone.</param>
            <param name="height">Height of the bone.</param>
        </member>
        <member name="M:BEPUik.Bone.UpdateInertiaTensor">
            <summary>
            Updates the world inertia tensor based upon the local inertia tensor and current orientation.
            </summary>
        </member>
        <member name="M:BEPUik.Bone.UpdatePosition">
            <summary>
            Integrates the position and orientation of the bone forward based upon the current linear and angular velocity.
            </summary>
        </member>
        <member name="F:BEPUik.Bone.traversed">
            <summary>
            Used by the per-control traversals to find stressed paths.
            It has to be separate from the IsActive flag because the IsActive flag is used in the same traversal
            to denote all visited bones (including unstressed ones).
            Also used in the unstressed traversals; FindCycles uses the IsActive flag and the following DistributeMass phase uses the traversed flag.
            </summary>
        </member>
        <member name="F:BEPUik.Bone.stressCount">
            <summary>
            The number of stressed paths which use this bone. A stressed path is a possible path between a pin and a control.
            </summary>
        </member>
        <member name="F:BEPUik.Bone.predecessors">
            <summary>
            The set of parents of a given bone in a traversal. This is like a list of parents; there can be multiple incoming paths and they all need to be kept handy in order to perform some traversal details.
            </summary>
        </member>
        <member name="F:BEPUik.Bone.unstressedCycle">
            <summary>
            True of the bone is a member of a cycle in an unstressed part of the graph or an unstressed predecessor of an unstressed cycle.
            Marking all the predecessors is conceptually simpler than attempting to mark the cycles in isolation.
            </summary>
        </member>
        <member name="F:BEPUik.Bone.targetedByOtherControl">
            <summary>
            True if the bone is targeted by a control in the current stress cycle traversal that isn't the current source control.
            </summary>
        </member>
        <member name="P:BEPUik.Bone.Mass">
            <summary>
            Gets or sets the mass of the bone.
            High mass bones resist motion more than those of small mass.
            Setting the mass updates the inertia tensor of the bone.
            </summary>
        </member>
        <member name="P:BEPUik.Bone.Joints">
            <summary>
            Gets the list of joints affecting this bone.
            </summary>
        </member>
        <member name="P:BEPUik.Bone.Pinned">
            <summary>
            Gets or sets whether or not this bone is pinned. Pinned bones cannot be moved by constraints.
            </summary>
        </member>
        <member name="P:BEPUik.Bone.IsActive">
            <summary>
            Gets whether or not the bone is a member of the active set as determined by the last IK solver execution.
            </summary>
        </member>
        <member name="P:BEPUik.Bone.Radius">
            <summary>
            Gets or sets the radius of the bone.
            Setting the radius changes the inertia tensor of the bone.
            </summary>
        </member>
        <member name="P:BEPUik.Bone.HalfHeight">
            <summary>
            Gets or sets the height, divided by two, of the bone.
            The half height extends both ways from the center position of the bone.
            Setting the half height changes the inertia tensor of the bone.
            </summary>
        </member>
        <member name="P:BEPUik.Bone.Height">
            <summary>
            Gets or sets the height of the bone.
            Setting the height changes the inertia tensor of the bone.
            </summary>
        </member>
        <member name="T:BEPUik.IKAngularJoint">
            <summary>
            Attempts to maintain the relative orientation between two bones.
            </summary>
        </member>
        <member name="F:BEPUik.IKAngularJoint.GoalRelativeOrientation">
            <summary>
            Gets or sets the rotation from connection A's orientation to connection B's orientation in A's local space.
            </summary>
        </member>
        <member name="M:BEPUik.IKAngularJoint.#ctor(BEPUik.Bone,BEPUik.Bone)">
            <summary>
            Constructs a 3DOF angular joint which tries to keep two bones in angular alignment.
            </summary>
            <param name="connectionA">First bone to connect to the joint.</param>
            <param name="connectionB">Second bone to connect to the joint.</param>
        </member>
        <member name="F:BEPUik.SingleBoneLinearMotor.TargetPosition">
            <summary>
            Gets or sets the target position to apply to the target bone.
            </summary>
        </member>
        <member name="F:BEPUik.SingleBoneLinearMotor.LocalOffset">
            <summary>
            Gets or sets the offset in the bone's local space to the point which will be pulled towards the target position.
            </summary>
        </member>
        <member name="T:BEPUik.IKLinearAxisLimit">
            <summary>
            Keeps an anchor point on one bone between planes defined by another bone.
            </summary>
        </member>
        <member name="F:BEPUik.IKLinearAxisLimit.LocalLineAnchor">
            <summary>
            Gets or sets the offset in connection A's local space from the center of mass to the anchor point of the line.
            </summary>
        </member>
        <member name="F:BEPUik.IKLinearAxisLimit.LocalLineDirection">
            <summary>
            Gets or sets the direction of the line in connection A's local space.
            Must be unit length.
            </summary>
        </member>
        <member name="F:BEPUik.IKLinearAxisLimit.LocalAnchorB">
            <summary>
            Gets or sets the offset in connection B's local space from the center of mass to the anchor point which will be kept on the line.
            </summary>
        </member>
        <member name="M:BEPUik.IKLinearAxisLimit.#ctor(BEPUik.Bone,BEPUik.Bone,BEPUutilities.Vector3,BEPUutilities.Vector3,BEPUutilities.Vector3,System.Single,System.Single)">
            <summary>
            Constructs a new axis limit.
            </summary>
            <param name="connectionA">First bone connected by the joint.</param>
            <param name="connectionB">Second bone connected by the joint.</param>
            <param name="lineAnchor">Anchor point of the line attached to the first bone in world space.</param>
            <param name="lineDirection">Direction of the line attached to the first bone in world space. Must be unit length.</param>
            <param name="anchorB">Anchor point on the second bone in world space which is measured against the other connection's anchor.</param>
            <param name="minimumDistance">Minimum distance that the joint connections should be kept from each other along the axis.</param>
            <param name="maximumDistance">Maximum distance that the joint connections should be kept from each other along the axis.</param>
        </member>
        <member name="P:BEPUik.IKLinearAxisLimit.LineAnchor">
            <summary>
            Gets or sets the world space location of the line anchor attached to connection A.
            </summary>
        </member>
        <member name="P:BEPUik.IKLinearAxisLimit.LineDirection">
            <summary>
            Gets or sets the world space direction of the line attached to connection A.
            Must be unit length.
            </summary>
        </member>
        <member name="P:BEPUik.IKLinearAxisLimit.AnchorB">
            <summary>
            Gets or sets the offset in world space from the center of mass of connection B to the anchor point.
            </summary>
        </member>
        <member name="P:BEPUik.IKLinearAxisLimit.MinimumDistance">
            <summary>
            Gets or sets the minimum distance that the joint connections should be kept from each other.
            </summary>
        </member>
        <member name="P:BEPUik.IKLinearAxisLimit.MaximumDistance">
            <summary>
            Gets or sets the maximum distance that the joint connections should be kept from each other.
            </summary>
        </member>
    </members>
</doc>
